Valida Hammerstone, Female Dwarf [Permalink]
Personal [hide]
Description: Her right side is far more bruised and cut up than her other. She wears a simple burlap shirt and baggy pants. She conceals her morningstar with her veritable burlap sack of a shirt. Her hair, while still mostly black, has prominent grey streaks. She wears a mask on her face.
Personality: Aggressive, abrasive, and angry, Valida embodies much of what other species detest in the Dwarves. The war was a terrible time for her, and Valida does not often speak of it. When she does, she does so with a strained expression and tears in her eyes.
History: Valida hails from a village terrorized by goblins. Her parents divorced when she was young, and her mother gained full cudstody. She was regularly beaten by her mother, who blamed her for driving them apart. She has taken up leadership of the village's small militia in response to goblins demanding more tribute than usual.
Motivation: She feels kind of lost in life; and many goblins want her driven away
Flaws: Ugly, Antagonistic, Depressed. Bonds: Military, Enemies. Occupation: Weaver
Voice: Rolls R's
Attributes [hide]
Medium (3'10") Dwarf, Lawful Evil (CR 1)
Armor Class 12
Hit Points 13 (1d12)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 14 (+2) | 12 (+1) | 12 (+1) | 7 (-2) | 10 (+0) |
Senses Passive Perception 8
Languages Common, Dwarven, Elven
Attacks Melee +2 / 1d4+0, Ranged +4 / 1d4+2, Grapple +3
Possessions: 300 sp. Zircon (60 gp).
Two Llamas Of Spirit, Female Tabaxi [Permalink]
Personal [hide]
Description: She is well dressed, but even with her fine clothing she looks run-down. Her orange fur is long and unkept. Her otherwise smooth face is marked with small tiny scars.
Personality: She loves telling others what to do and how they should feel about things. Her respect, as difficult as one would find it to earn, is unwavering; those who more than prove themselves to her, a bar set well above any reasonable standard, she tolerates in varying degrees. Though less modest and more hasty in her reactions to snap at those who irritate her, Two Llamas is combative with any and all who dare try her patience in the slightest.
History: She is a Lycanthrope in disguise. Two Llamas abandoned her home at a very young age, living in the fields and plains. She survived everyday through hunting and stealing from passersby. She did whatever it took for her to survive. Lacking all sense, she decided to go on an adventure. She picked a direction and started trekking.
Motivation: She's looking for her big break; and a need for knowledge about a nearby landmark
Ideals: Opinionated, Justice, Logical. Flaws: Ugly. Bonds: Adventurer. Occupation: Farmer
Voice: Uses sign language
Attributes [hide]
Medium (5'1") Tabaxi, Neutral Good (CR 2)
Armor Class 9
Hit Points 13 (2d6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 13 (+1) | 14 (+2) | 7 (-2) | 11 (+0) |
Senses Passive Perception 8
Languages Common, Giant, Auran
Attacks Melee +1 / 1d6-1, Ranged +1 / 1d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 8 |
Possessions: Just what you see.
Merihim Covert, Male Tiefling [Permalink]
Personal [hide]
Description: He is a pot bellied western man with a big hulking figure and broad shoulders. He does not wear sleeves and tends to eschew shirts when he can avoid it. His long silver hair is drawn into a two foot long braid. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He is overprotective of those who hire his services. He has a small toy that he constantly fidgets with.
History: He was born in a small forest village. When he was little, his rather wealthy family often ventured across the forest to a summer home near a old dungeon. He would wander through that old dungeon and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the forest due to the painful memories there. Merihim took refuge in the old dungeon and found the beat up spear and armor he uses now. He eventually got the idea of being the protector of his homeland from reading books, and has made it his duty.
Motivation: To protect his home.
Ideals: Athletic. Flaws: Insane, Addict. Bonds: Guardian, Nature. Occupation: Marshal
Voice: Stutters
Attributes [hide]
Medium (6'8") Tiefling, Lawful Neutral (CR 1)
Armor Class 10
Hit Points 8 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 11 (+0) | 11 (+0) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +2 / 1d4+0, Grapple +3
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 50 gp.
Skirt Mirror, Male Tabaxi [Permalink]
Personal [hide]
Description: What flesh remains visible is marred by burns. He wears pastel painted combat armor at almost all times. He keeps his beige fur in a pixie cut. His eyes, though not visible through his cowl, are blue.
Personality: He is irascible and easily irritated. His actions favor neither the good nor the evil, as he answers to a power that mortal men fail to acknowledge.
History: He was born to loving parents in a slum to the south. He went to a religious school and was inspired by the priests there in charitable deeds. He was betrayed by a partner and left for dead, teaching him a humbling lesson in trusting others.
Motivation: His religion dominates his actions; and he has a rivalry with the church that dominates his actions
Flaws: Ugly, Antagonistic. Bonds: Religious, Poor. Occupation: Healer
Voice: Posh accent
Attributes [hide]
Medium (5'1") Tabaxi, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 9 (1d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 12 (+1) | 10 (+0) | 5 (-3) | 12 (+1) |
Senses Passive Perception 7
Languages Common
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 2 |
Possessions: 20 pp.
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Their contribution stands as a beacon of hope for all adventurers!
